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Use switch with type matching in place of if-else where possible
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@ -80,30 +80,30 @@ namespace osu.Game.Rulesets.Taiko.Scoring
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foreach (var obj in beatmap.HitObjects)
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{
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if (obj is Hit)
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switch (obj)
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{
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AddJudgement(new TaikoJudgement { Result = HitResult.Great });
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if (obj.IsStrong)
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AddJudgement(new TaikoStrongHitJudgement());
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}
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else if (obj is DrumRoll)
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{
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for (int i = 0; i < ((DrumRoll)obj).NestedHitObjects.OfType<DrumRollTick>().Count(); i++)
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{
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AddJudgement(new TaikoDrumRollTickJudgement { Result = HitResult.Great });
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case Hit _:
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AddJudgement(new TaikoJudgement { Result = HitResult.Great });
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if (obj.IsStrong)
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AddJudgement(new TaikoStrongHitJudgement());
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break;
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case DrumRoll _:
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for (int i = 0; i < ((DrumRoll)obj).NestedHitObjects.OfType<DrumRollTick>().Count(); i++)
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{
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AddJudgement(new TaikoDrumRollTickJudgement { Result = HitResult.Great });
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if (obj.IsStrong)
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AddJudgement(new TaikoStrongHitJudgement());
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}
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AddJudgement(new TaikoJudgement { Result = HitResult.Great });
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if (obj.IsStrong)
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AddJudgement(new TaikoStrongHitJudgement());
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}
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AddJudgement(new TaikoJudgement { Result = HitResult.Great });
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if (obj.IsStrong)
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AddJudgement(new TaikoStrongHitJudgement());
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}
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else if (obj is Swell)
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{
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AddJudgement(new TaikoJudgement { Result = HitResult.Great });
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break;
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case Swell _:
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AddJudgement(new TaikoJudgement { Result = HitResult.Great });
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break;
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}
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}
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}
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